Project

General

Profile

Download (24.8 KB) Statistics
| Branch: | Tag: | Revision:

magiccube / src / main / java / org / distorted / objects / TwistyRex.java @ 2adf1263

1
///////////////////////////////////////////////////////////////////////////////////////////////////
2
// Copyright 2020 Leszek Koltunski                                                               //
3
//                                                                                               //
4
// This file is part of Magic Cube.                                                              //
5
//                                                                                               //
6
// Magic Cube is free software: you can redistribute it and/or modify                            //
7
// it under the terms of the GNU General Public License as published by                          //
8
// the Free Software Foundation, either version 2 of the License, or                             //
9
// (at your option) any later version.                                                           //
10
//                                                                                               //
11
// Magic Cube is distributed in the hope that it will be useful,                                 //
12
// but WITHOUT ANY WARRANTY; without even the implied warranty of                                //
13
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the                                 //
14
// GNU General Public License for more details.                                                  //
15
//                                                                                               //
16
// You should have received a copy of the GNU General Public License                             //
17
// along with Magic Cube.  If not, see <http://www.gnu.org/licenses/>.                           //
18
///////////////////////////////////////////////////////////////////////////////////////////////////
19

    
20
package org.distorted.objects;
21

    
22
import android.content.res.Resources;
23
import android.graphics.Canvas;
24
import android.graphics.Paint;
25

    
26
import org.distorted.helpers.FactoryCubit;
27
import org.distorted.helpers.FactorySticker;
28
import org.distorted.library.effect.MatrixEffectQuaternion;
29
import org.distorted.library.effect.VertexEffect;
30
import org.distorted.library.effect.VertexEffectMove;
31
import org.distorted.library.effect.VertexEffectRotate;
32
import org.distorted.library.effect.VertexEffectScale;
33
import org.distorted.library.main.DistortedEffects;
34
import org.distorted.library.main.DistortedTexture;
35
import org.distorted.library.mesh.MeshBase;
36
import org.distorted.library.mesh.MeshJoined;
37
import org.distorted.library.mesh.MeshPolygon;
38
import org.distorted.library.mesh.MeshSquare;
39
import org.distorted.library.type.Static1D;
40
import org.distorted.library.type.Static3D;
41
import org.distorted.library.type.Static4D;
42
import org.distorted.main.R;
43

    
44
import java.util.Random;
45

    
46
///////////////////////////////////////////////////////////////////////////////////////////////////
47

    
48
public class TwistyRex extends TwistyObject
49
{
50
  private static final int FACES_PER_CUBIT =6;
51

    
52
  public static final float REX_D = 0.2f;
53

    
54
  // the four rotation axis of a RubikRex. Must be normalized.
55
  static final Static3D[] ROT_AXIS = new Static3D[]
56
         {
57
           new Static3D(+SQ3/3,+SQ3/3,+SQ3/3),
58
           new Static3D(+SQ3/3,+SQ3/3,-SQ3/3),
59
           new Static3D(+SQ3/3,-SQ3/3,+SQ3/3),
60
           new Static3D(+SQ3/3,-SQ3/3,-SQ3/3)
61
         };
62

    
63
  private static final int[] BASIC_ANGLE = new int[] { 3,3,3,3 };
64

    
65
  private static final int[] FACE_COLORS = new int[]
66
         {
67
           COLOR_YELLOW, COLOR_WHITE,
68
           COLOR_BLUE  , COLOR_GREEN,
69
           COLOR_RED   , COLOR_ORANGE
70
         };
71

    
72
  // All legal rotation quats of a RubikRex
73
  private static final Static4D[] QUATS = new Static4D[]
74
         {
75
           new Static4D(  0.0f,  0.0f,  0.0f,  1.0f ),
76
           new Static4D(  1.0f,  0.0f,  0.0f,  0.0f ),
77
           new Static4D(  0.0f,  1.0f,  0.0f,  0.0f ),
78
           new Static4D(  0.0f,  0.0f,  1.0f,  0.0f ),
79

    
80
           new Static4D(  0.5f,  0.5f,  0.5f,  0.5f ),
81
           new Static4D(  0.5f,  0.5f,  0.5f, -0.5f ),
82
           new Static4D(  0.5f,  0.5f, -0.5f,  0.5f ),
83
           new Static4D(  0.5f,  0.5f, -0.5f, -0.5f ),
84
           new Static4D(  0.5f, -0.5f,  0.5f,  0.5f ),
85
           new Static4D(  0.5f, -0.5f,  0.5f, -0.5f ),
86
           new Static4D(  0.5f, -0.5f, -0.5f,  0.5f ),
87
           new Static4D(  0.5f, -0.5f, -0.5f, -0.5f )
88
         };
89

    
90
  private static final int[][] mFaceMap =
91
         {
92
           {  0, 18,18,18,18,18 },
93
           {  0, 18,18,18,18,18 },
94
           {  0, 18,18,18,18,18 },
95
           {  0, 18,18,18,18,18 },
96
           {  1, 18,18,18,18,18 },
97
           {  1, 18,18,18,18,18 },
98
           {  1, 18,18,18,18,18 },
99
           {  1, 18,18,18,18,18 },
100
           {  2, 18,18,18,18,18 },
101
           {  2, 18,18,18,18,18 },
102
           {  2, 18,18,18,18,18 },
103
           {  2, 18,18,18,18,18 },
104
           {  3, 18,18,18,18,18 },
105
           {  3, 18,18,18,18,18 },
106
           {  3, 18,18,18,18,18 },
107
           {  3, 18,18,18,18,18 },
108
           {  4, 18,18,18,18,18 },
109
           {  4, 18,18,18,18,18 },
110
           {  4, 18,18,18,18,18 },
111
           {  4, 18,18,18,18,18 },
112
           {  5, 18,18,18,18,18 },
113
           {  5, 18,18,18,18,18 },
114
           {  5, 18,18,18,18,18 },
115
           {  5, 18,18,18,18,18 },
116

    
117
           {  6, 18,18,18,18,18 },
118
           {  7, 18,18,18,18,18 },
119
           {  8, 18,18,18,18,18 },
120
           {  9, 18,18,18,18,18 },
121
           { 10, 18,18,18,18,18 },
122
           { 11, 18,18,18,18,18 },
123

    
124
           { 16,14, 18,18,18,18 },
125
           { 16,12, 18,18,18,18 },
126
           { 16,15, 18,18,18,18 },
127
           { 16,13, 18,18,18,18 },
128
           { 12,14, 18,18,18,18 },
129
           { 15,12, 18,18,18,18 },
130
           { 15,13, 18,18,18,18 },
131
           { 13,14, 18,18,18,18 },
132
           { 14,17, 18,18,18,18 },
133
           { 12,17, 18,18,18,18 },
134
           { 17,15, 18,18,18,18 },
135
           { 13,17, 18,18,18,18 },
136
         };
137

    
138
  private static MeshBase mCornerMesh, mFaceMesh, mEdgeMesh;
139

    
140
///////////////////////////////////////////////////////////////////////////////////////////////////
141

    
142
  TwistyRex(int size, Static4D quat, DistortedTexture texture, MeshSquare mesh,
143
            DistortedEffects effects, int[][] moves, Resources res, int scrWidth)
144
    {
145
    super(size, size, quat, texture, mesh, effects, moves, ObjectList.REX, res, scrWidth);
146
    }
147

    
148
///////////////////////////////////////////////////////////////////////////////////////////////////
149

    
150
  float getScreenRatio()
151
    {
152
    return 1.5f;
153
    }
154

    
155
///////////////////////////////////////////////////////////////////////////////////////////////////
156

    
157
  Static4D[] getQuats()
158
    {
159
    return QUATS;
160
    }
161

    
162
///////////////////////////////////////////////////////////////////////////////////////////////////
163

    
164
  int getNumFaces()
165
    {
166
    return FACE_COLORS.length;
167
    }
168

    
169
///////////////////////////////////////////////////////////////////////////////////////////////////
170

    
171
  boolean shouldResetTextureMaps()
172
    {
173
    return false;
174
    }
175

    
176
///////////////////////////////////////////////////////////////////////////////////////////////////
177

    
178
  int getNumStickerTypes(int numLayers)
179
    {
180
    return 3;
181
    }
182

    
183
///////////////////////////////////////////////////////////////////////////////////////////////////
184

    
185
  float[][] getCuts(int numLayers)
186
    {
187
    float[] cut = new float[] {-SQ3*0.15f,+SQ3*0.15f}; // bit less than 1/6 of the length of the main diagonal
188
    return new float[][] { cut,cut,cut,cut };
189
    }
190

    
191
///////////////////////////////////////////////////////////////////////////////////////////////////
192

    
193
  int getNumCubitFaces()
194
    {
195
    return FACES_PER_CUBIT;
196
    }
197

    
198
///////////////////////////////////////////////////////////////////////////////////////////////////
199

    
200
  float[][] getCubitPositions(int numLayers)
201
    {
202
    final float DIST = 0.50f;
203
    final float DIST2= (1+2*REX_D)/6;
204

    
205
    final float[][] CENTERS = new float[42][];
206

    
207
    CENTERS[ 0] = new float[] { +DIST , +DIST2, +DIST2};
208
    CENTERS[ 1] = new float[] { +DIST , +DIST2, -DIST2};
209
    CENTERS[ 2] = new float[] { +DIST , -DIST2, -DIST2};
210
    CENTERS[ 3] = new float[] { +DIST , -DIST2, +DIST2};
211
    CENTERS[ 4] = new float[] { -DIST , +DIST2, +DIST2};
212
    CENTERS[ 5] = new float[] { -DIST , +DIST2, -DIST2};
213
    CENTERS[ 6] = new float[] { -DIST , -DIST2, -DIST2};
214
    CENTERS[ 7] = new float[] { -DIST , -DIST2, +DIST2};
215
    CENTERS[ 8] = new float[] { +DIST2, +DIST , +DIST2};
216
    CENTERS[ 9] = new float[] { +DIST2, +DIST , -DIST2};
217
    CENTERS[10] = new float[] { -DIST2, +DIST , -DIST2};
218
    CENTERS[11] = new float[] { -DIST2, +DIST , +DIST2};
219
    CENTERS[12] = new float[] { +DIST2, -DIST , +DIST2};
220
    CENTERS[13] = new float[] { +DIST2, -DIST , -DIST2};
221
    CENTERS[14] = new float[] { -DIST2, -DIST , -DIST2};
222
    CENTERS[15] = new float[] { -DIST2, -DIST , +DIST2};
223
    CENTERS[16] = new float[] { +DIST2, +DIST2, +DIST };
224
    CENTERS[17] = new float[] { +DIST2, -DIST2, +DIST };
225
    CENTERS[18] = new float[] { -DIST2, -DIST2, +DIST };
226
    CENTERS[19] = new float[] { -DIST2, +DIST2, +DIST };
227
    CENTERS[20] = new float[] { +DIST2, +DIST2, -DIST };
228
    CENTERS[21] = new float[] { +DIST2, -DIST2, -DIST };
229
    CENTERS[22] = new float[] { -DIST2, -DIST2, -DIST };
230
    CENTERS[23] = new float[] { -DIST2, +DIST2, -DIST };
231

    
232
    CENTERS[24] = new float[] { +DIST , +0.00f, +0.00f};
233
    CENTERS[25] = new float[] { -DIST , +0.00f, +0.00f};
234
    CENTERS[26] = new float[] { +0.00f, +DIST , +0.00f};
235
    CENTERS[27] = new float[] { +0.00f, -DIST , +0.00f};
236
    CENTERS[28] = new float[] { +0.00f, +0.00f, +DIST };
237
    CENTERS[29] = new float[] { +0.00f, +0.00f, -DIST };
238

    
239
    CENTERS[30] = new float[] { +0.00f, +DIST , +DIST };
240
    CENTERS[31] = new float[] { +DIST , +0.00f, +DIST };
241
    CENTERS[32] = new float[] { +0.00f, -DIST , +DIST };
242
    CENTERS[33] = new float[] { -DIST , +0.00f, +DIST };
243
    CENTERS[34] = new float[] { +DIST , +DIST , +0.00f};
244
    CENTERS[35] = new float[] { +DIST , -DIST , +0.00f};
245
    CENTERS[36] = new float[] { -DIST , -DIST , +0.00f};
246
    CENTERS[37] = new float[] { -DIST , +DIST , +0.00f};
247
    CENTERS[38] = new float[] { +0.00f, +DIST , -DIST };
248
    CENTERS[39] = new float[] { +DIST , +0.00f, -DIST };
249
    CENTERS[40] = new float[] { +0.00f, -DIST , -DIST };
250
    CENTERS[41] = new float[] { -DIST , +0.00f, -DIST };
251

    
252
    return CENTERS;
253
    }
254

    
255
///////////////////////////////////////////////////////////////////////////////////////////////////
256

    
257
  private Static4D getQuat(int cubit)
258
    {
259
    switch(cubit)
260
      {
261
      case  0: return new Static4D(+SQ2/2,     0,+SQ2/2,     0);
262
      case  1: return QUATS[5];
263
      case  2: return new Static4D(     0,-SQ2/2,     0, SQ2/2);
264
      case  3: return QUATS[8];
265
      case  4: return QUATS[6];
266
      case  5: return new Static4D(-SQ2/2,     0,+SQ2/2,     0);
267
      case  6: return QUATS[11];
268
      case  7: return new Static4D(     0,+SQ2/2,     0, SQ2/2);
269
      case  8: return new Static4D(+SQ2/2,     0,     0, SQ2/2);
270
      case  9: return QUATS[10];
271
      case 10: return new Static4D(     0,+SQ2/2,+SQ2/2,     0);
272
      case 11: return QUATS[4];
273
      case 12: return QUATS[9];
274
      case 13: return new Static4D(-SQ2/2,     0,     0, SQ2/2);
275
      case 14: return QUATS[7];
276
      case 15: return new Static4D(     0,-SQ2/2,+SQ2/2,     0);
277
      case 16: return new Static4D(     0,     0,-SQ2/2, SQ2/2);
278
      case 17: return QUATS[0];
279
      case 18: return new Static4D(     0,     0,+SQ2/2, SQ2/2);
280
      case 19: return QUATS[3];
281
      case 20: return QUATS[1];
282
      case 21: return new Static4D(+SQ2/2,-SQ2/2,     0,     0);
283
      case 22: return QUATS[2];
284
      case 23: return new Static4D(+SQ2/2,+SQ2/2,     0,     0);
285

    
286
      case 24: return new Static4D(     0,-SQ2/2,     0, SQ2/2);
287
      case 25: return new Static4D(     0,+SQ2/2,     0, SQ2/2);
288
      case 26: return new Static4D(+SQ2/2,     0,     0, SQ2/2);
289
      case 27: return new Static4D(-SQ2/2,     0,     0, SQ2/2);
290
      case 28: return QUATS[0];
291
      case 29: return QUATS[1];
292

    
293
      case 30: return QUATS[0];
294
      case 31: return new Static4D(     0,     0,+SQ2/2, SQ2/2);
295
      case 32: return QUATS[3];
296
      case 33: return new Static4D(     0,     0,-SQ2/2, SQ2/2);
297
      case 34: return new Static4D(     0,-SQ2/2,     0, SQ2/2);
298
      case 35: return QUATS[7];
299
      case 36: return QUATS[9];
300
      case 37: return new Static4D(     0,+SQ2/2,     0, SQ2/2);
301
      case 38: return new Static4D(+SQ2/2,     0,     0, SQ2/2);
302
      case 39: return QUATS[8];
303
      case 40: return QUATS[1];
304
      case 41: return QUATS[6];
305
      }
306

    
307
    return QUATS[0];
308
    }
309

    
310
///////////////////////////////////////////////////////////////////////////////////////////////////
311

    
312
  MeshBase createFacesRexCorner()
313
    {
314
    MeshBase[] meshes = new MeshBase[2];
315

    
316
    float F = REX_D*SQ2;
317
    float G = (1-REX_D)*SQ2/2;
318
    float H = 0.1f;
319
    float J = +2*G/3 - H*G;
320

    
321
    float[] vertices = { -F/2, -G/3, +F/2, -G/3, H*F/2, J, -H*F/2, J};
322

    
323
    FactoryCubit factory = FactoryCubit.getInstance();
324
    float[] bands0 = factory.computeBands(+0.016f,10,G/3,0.5f,5);
325
    float[] bands1 = factory.computeBands(-0.230f,45,G/3,0.0f,2);
326

    
327
    meshes[0] = new MeshPolygon(vertices,bands0,1,1);
328
    meshes[0].setEffectAssociation(0,1,0);
329
    meshes[1] = new MeshPolygon(vertices,bands1,0,0);
330
    meshes[1].setEffectAssociation(0,2,0);
331

    
332
    return new MeshJoined(meshes);
333
    }
334

    
335
///////////////////////////////////////////////////////////////////////////////////////////////////
336

    
337
  MeshBase createFacesRexFace()
338
    {
339
    MeshBase[] meshes = new MeshBase[2];
340

    
341
    float[] vertices = { -REX_D,0.0f, 0.0f, -REX_D, +REX_D, 0.0f, 0.0f, +REX_D};
342

    
343
    FactoryCubit factory = FactoryCubit.getInstance();
344
    float[] bands0 = factory.computeBands(0.016f,10,REX_D/2,0.5f,5);
345
    float[] bands1 = factory.computeBands(0.000f,45,REX_D/2,0.0f,2);
346

    
347
    meshes[0] = new MeshPolygon(vertices,bands0,0,0);
348
    meshes[0].setEffectAssociation(0,1,0);
349
    meshes[1] = new MeshPolygon(vertices,bands1,0,0);
350
    meshes[1].setEffectAssociation(0,2,0);
351

    
352
    return new MeshJoined(meshes);
353
    }
354

    
355
///////////////////////////////////////////////////////////////////////////////////////////////////
356

    
357
  MeshBase createFacesRexEdge()
358
    {
359
    MeshBase[] meshes = new MeshPolygon[6];
360
    FactoryCubit factory = FactoryCubit.getInstance();
361

    
362
    float E = 0.5f - REX_D;
363
    float F = 0.5f;
364
    float[] vertices0 = { -F,E/3, 0,-2*E/3, +F,E/3 };
365
    float[] bands0 = factory.computeBands(0.03f,27,F/3,0.8f,5);
366

    
367
    meshes[0] = new MeshPolygon(vertices0, bands0, 2, 3);
368
    meshes[0].setEffectAssociation(0,1,0);
369
    meshes[1] = meshes[0].copy(true);
370
    meshes[1].setEffectAssociation(0,2,0);
371

    
372
    float G = (float)Math.sqrt(E*E+F*F);
373
    float[] vertices1 = { -2*G/3, -E/3, G/3, -E/3, G/3, 2*E/3 };
374
    float[] bands1 = factory.computeBands(0.00f,45,G/3,0.2f,3);
375

    
376
    meshes[2] = new MeshPolygon(vertices1, bands1, 1, 2);
377
    meshes[2].setEffectAssociation(0,4,0);
378
    meshes[3] = meshes[2].copy(true);
379
    meshes[3].setEffectAssociation(0,8,0);
380
    meshes[4] = meshes[2].copy(true);
381
    meshes[4].setEffectAssociation(0,16,0);
382
    meshes[5] = meshes[2].copy(true);
383
    meshes[5].setEffectAssociation(0,32,0);
384

    
385
    return new MeshJoined(meshes);
386
    }
387

    
388
///////////////////////////////////////////////////////////////////////////////////////////////////
389

    
390
  private VertexEffect[] createVertexEffectsRexEdge()
391
    {
392
    float E = 0.5f - REX_D;
393
    float F = 0.5f;
394
    float G = (float)Math.sqrt(E*E+F*F);
395
    float A = (float)((180/Math.PI)*Math.asin(E/G));
396

    
397
    Static3D move1 = new Static3D(    0.0f, -E/3, 0.0f);
398
    Static3D move2 = new Static3D(2*G/3 -F, +E/3, 0.0f);
399

    
400
    Static3D center0= new Static3D(0.0f, 0.0f, 0.0f);
401
    Static3D center1= new Static3D(  -F, 0.0f, 0.0f);
402
    Static3D center2= new Static3D(  +F, 0.0f, 0.0f);
403
    Static3D axisX  = new Static3D(1.0f, 0.0f, 0.0f);
404
    Static3D axisY  = new Static3D(0.0f, 1.0f, 0.0f);
405
    Static3D axisZ  = new Static3D(0.0f, 0.0f, 1.0f);
406

    
407
    Static1D angle180 = new Static1D(180);
408
    Static1D angle90  = new Static1D( 90);
409
    Static1D angle270 = new Static1D(270);
410
    Static1D angle1   = new Static1D(+A);
411
    Static1D angle2   = new Static1D(-A);
412

    
413
    VertexEffect[] effect = new VertexEffect[12];
414

    
415
    effect[0] = new VertexEffectMove(move1);
416
    effect[1] = new VertexEffectMove(move2);
417
    effect[2] = new VertexEffectRotate(  angle90, axisX, center0 );
418
    effect[3] = new VertexEffectRotate( angle270, axisX, center0 );
419
    effect[4] = new VertexEffectRotate( angle180, axisX, center0 );
420
    effect[5] = new VertexEffectRotate( angle180, axisY, center0 );
421
    effect[6] = new VertexEffectScale( new Static3D(-1, 1, 1) );
422
    effect[7] = new VertexEffectScale ( new Static3D( 1,-1, 1) );
423
    effect[8] = new VertexEffectRotate(   angle1, axisY, center1);
424
    effect[9] = new VertexEffectRotate(   angle2, axisY, center2);
425
    effect[10]= new VertexEffectRotate(   angle2, axisZ, center1);
426
    effect[11]= new VertexEffectRotate(   angle1, axisZ, center2);
427

    
428
    effect[0].setMeshAssociation( 3,-1);  // meshes 0 & 1
429
    effect[1].setMeshAssociation(60,-1);  // meshes 2,3,4,5
430
    effect[2].setMeshAssociation( 2,-1);  // meshes 1
431
    effect[3].setMeshAssociation(12,-1);  // meshes 2,3
432
    effect[4].setMeshAssociation(48,-1);  // meshes 4,5
433
    effect[5].setMeshAssociation(32,-1);  // mesh 5
434
    effect[6].setMeshAssociation( 8,-1);  // apply to mesh 3
435
    effect[7].setMeshAssociation( 2,-1);  // apply to mesh 1
436
    effect[8].setMeshAssociation(16,-1);  // apply to mesh 4
437
    effect[9].setMeshAssociation(32,-1);  // apply to mesh 5
438
    effect[10].setMeshAssociation(4,-1);  // apply to mesh 2
439
    effect[11].setMeshAssociation(8,-1);  // apply to mesh 3
440

    
441
    return effect;
442
    }
443

    
444
///////////////////////////////////////////////////////////////////////////////////////////////////
445

    
446
  private VertexEffect[] createVertexEffectsRexCorner()
447
    {
448
    Static3D center= new Static3D(0.0f, 0.0f, 0.0f);
449
    Static3D axisZ = new Static3D(0.0f, 0.0f, 1.0f);
450
    Static1D angle = new Static1D(225);
451

    
452
    VertexEffect[] effect = new VertexEffect[1];
453
    effect[0] = new VertexEffectRotate(angle, axisZ, center);
454

    
455
    return effect;
456
    }
457

    
458
///////////////////////////////////////////////////////////////////////////////////////////////////
459

    
460
  private MeshBase createRexCornerMesh()
461
    {
462
    MeshBase mesh = createFacesRexCorner();
463
    VertexEffect[] effects = createVertexEffectsRexCorner();
464
    for( VertexEffect effect : effects ) mesh.apply(effect);
465

    
466
    final float G = (1-REX_D)/3;
467
    Static3D center = new Static3D(0.0f,0.0f,-G*SQ2/2);
468
    Static3D[] vertices = new Static3D[1];
469
    vertices[0] = new Static3D(+G,-G,+0.0f);
470
    FactoryCubit.getInstance().roundCorners(mesh,center,vertices,0.10f,0.10f);
471

    
472
    mesh.mergeEffComponents();
473
    mesh.addEmptyTexComponent();
474
    mesh.addEmptyTexComponent();
475
    mesh.addEmptyTexComponent();
476
    mesh.addEmptyTexComponent();
477

    
478
    return mesh;
479
    }
480

    
481
///////////////////////////////////////////////////////////////////////////////////////////////////
482

    
483
  private MeshBase createRexFaceMesh()
484
    {
485
    MeshBase mesh = createFacesRexFace();
486

    
487
    mesh.mergeEffComponents();
488
    mesh.addEmptyTexComponent();
489
    mesh.addEmptyTexComponent();
490
    mesh.addEmptyTexComponent();
491
    mesh.addEmptyTexComponent();
492

    
493
    return mesh;
494
    }
495

    
496
///////////////////////////////////////////////////////////////////////////////////////////////////
497

    
498
  private MeshBase createRexEdgeMesh()
499
    {
500
    MeshBase mesh = createFacesRexEdge();
501
    VertexEffect[] effects = createVertexEffectsRexEdge();
502
    for( VertexEffect effect : effects ) mesh.apply(effect);
503

    
504
    Static3D center = new Static3D(0.0f,-0.5f,-0.5f);
505
    Static3D[] vertices = new Static3D[2];
506
    vertices[0] = new Static3D(+0.5f,+0.0f,+0.0f);
507
    vertices[1] = new Static3D(-0.5f,+0.0f,+0.0f);
508
    FactoryCubit.getInstance().roundCorners(mesh,center,vertices,0.06f,0.10f);
509

    
510
    mesh.mergeEffComponents();
511

    
512
    return mesh;
513
    }
514

    
515
///////////////////////////////////////////////////////////////////////////////////////////////////
516

    
517
  MeshBase createCubitMesh(int cubit, int numLayers)
518
    {
519
    MeshBase mesh;
520

    
521
    if( cubit<24 )
522
      {
523
      if( mCornerMesh==null ) mCornerMesh = createRexCornerMesh();
524
      mesh = mCornerMesh.copy(true);
525
      }
526
    else if( cubit<30 )
527
      {
528
      if( mFaceMesh==null ) mFaceMesh = createRexFaceMesh();
529
      mesh = mFaceMesh.copy(true);
530
      }
531
    else
532
      {
533
      if( mEdgeMesh==null ) mEdgeMesh = createRexEdgeMesh();
534
      mesh = mEdgeMesh.copy(true);
535
      }
536

    
537
    MatrixEffectQuaternion quat = new MatrixEffectQuaternion( getQuat(cubit), new Static3D(0,0,0) );
538
    mesh.apply(quat,0xffffffff,0);
539

    
540
    return mesh;
541
    }
542

    
543
///////////////////////////////////////////////////////////////////////////////////////////////////
544

    
545
  int getFaceColor(int cubit, int cubitface, int numLayers)
546
    {
547
    return mFaceMap[cubit][cubitface];
548
    }
549

    
550
///////////////////////////////////////////////////////////////////////////////////////////////////
551

    
552
  void createFaceTexture(Canvas canvas, Paint paint, int face, int left, int top)
553
    {
554
    int COLORS = FACE_COLORS.length;
555
    FactorySticker factory = FactorySticker.getInstance();
556
    float S1 = 0.050f;
557
    float S2 = 0.051f;
558
    float R1 = 0.07f;
559
    float R2 = 0.02f;
560
    float R3 = 0.06f;
561
    float R4 = 0.04f;
562

    
563
    if( face<COLORS )
564
      {
565
      factory.drawRexCornerSticker(canvas, paint, left, top, FACE_COLORS[face%COLORS], S1, R2, R3);
566
      }
567
    else if( face<2*COLORS )
568
      {
569
      float[] vertices = { -REX_D,0.0f, 0.0f, -REX_D, +REX_D, 0.0f, 0.0f, +REX_D};
570
      factory.drawRoundedPolygon(canvas, paint, left, top, vertices, S1, FACE_COLORS[face%COLORS], R4);
571
      }
572
    else
573
      {
574
      factory.drawRexEdgeSticker(canvas, paint, left, top, FACE_COLORS[face%COLORS], S2, R1);
575
      }
576
    }
577

    
578
///////////////////////////////////////////////////////////////////////////////////////////////////
579

    
580
  float returnMultiplier()
581
    {
582
    return 2.0f;
583
    }
584

    
585
///////////////////////////////////////////////////////////////////////////////////////////////////
586
// PUBLIC API
587

    
588
  public Static3D[] getRotationAxis()
589
    {
590
    return ROT_AXIS;
591
    }
592

    
593
///////////////////////////////////////////////////////////////////////////////////////////////////
594

    
595
  public int[] getBasicAngle()
596
    {
597
    return BASIC_ANGLE;
598
    }
599

    
600
///////////////////////////////////////////////////////////////////////////////////////////////////
601

    
602
  public void randomizeNewScramble(int[][] scramble, Random rnd, int curr, int total)
603
    {
604
    if( curr==0 )
605
      {
606
      scramble[curr][0] = rnd.nextInt(NUM_AXIS);
607
      }
608
    else
609
      {
610
      int newVector = rnd.nextInt(NUM_AXIS -1);
611
      scramble[curr][0] = (newVector>=scramble[curr-1][0] ? newVector+1 : newVector);
612
      }
613

    
614
    scramble[curr][1] = rnd.nextFloat()<=0.5f ? 0 : 2;
615

    
616
    switch( rnd.nextInt(2) )
617
      {
618
      case 0: scramble[curr][2] = -1; break;
619
      case 1: scramble[curr][2] =  1; break;
620
      }
621
    }
622

    
623
///////////////////////////////////////////////////////////////////////////////////////////////////
624
// The Rex is solved if and only if:
625
//
626
// 1) all 12 of its edge cubits are rotated with the same quat
627
// 2) all its face & corner cubits are rotated with the same quat like the edge ones,
628
//    and optionally they also might be upside down.
629
//
630
// i.e.
631
// corners ( 0, 1, 2, 3, 4, 5, 6, 7) and faces (24,25) - might be extra QUAT[1]
632
// corners ( 8, 9,10,11,12,13,14,15) and faces (26,27) - might be extra QUAT[2]
633
// corners (16,17,18,19,20,21,22,23) and faces (28,29) - might be extra QUAT[3]
634

    
635
  public boolean isSolved()
636
    {
637
    int q1,q = CUBITS[30].mQuatIndex;
638

    
639
    for(int i=31; i<42; i++)
640
      {
641
      if( CUBITS[i].mQuatIndex != q) return false;
642
      }
643

    
644
    q1 = mulQuat(q,1);
645

    
646
    for(int i=0; i<8; i++)
647
      {
648
      if( CUBITS[i].mQuatIndex != q && CUBITS[i].mQuatIndex != q1 ) return false;
649
      }
650

    
651
    if( CUBITS[24].mQuatIndex != q && CUBITS[24].mQuatIndex != q1 ) return false;
652
    if( CUBITS[25].mQuatIndex != q && CUBITS[25].mQuatIndex != q1 ) return false;
653

    
654
    q1 = mulQuat(q,2);
655

    
656
    for(int i=8; i<16; i++)
657
      {
658
      if( CUBITS[i].mQuatIndex != q && CUBITS[i].mQuatIndex != q1 ) return false;
659
      }
660

    
661
    if( CUBITS[26].mQuatIndex != q && CUBITS[26].mQuatIndex != q1 ) return false;
662
    if( CUBITS[27].mQuatIndex != q && CUBITS[27].mQuatIndex != q1 ) return false;
663

    
664
    q1 = mulQuat(q,3);
665

    
666
    for(int i=16; i<24; i++)
667
      {
668
      if( CUBITS[i].mQuatIndex != q && CUBITS[i].mQuatIndex != q1 ) return false;
669
      }
670

    
671
    if( CUBITS[28].mQuatIndex != q && CUBITS[28].mQuatIndex != q1 ) return false;
672
    if( CUBITS[29].mQuatIndex != q && CUBITS[29].mQuatIndex != q1 ) return false;
673

    
674
    return true;
675
    }
676

    
677
///////////////////////////////////////////////////////////////////////////////////////////////////
678
// only needed for solvers - there are no Rex solvers ATM
679

    
680
  public String retObjectString()
681
    {
682
    return "";
683
    }
684

    
685
///////////////////////////////////////////////////////////////////////////////////////////////////
686

    
687
  public int getObjectName(int numLayers)
688
    {
689
    return R.string.rex3;
690
    }
691

    
692
///////////////////////////////////////////////////////////////////////////////////////////////////
693

    
694
  public int getInventor(int numLayers)
695
    {
696
    return R.string.rex3_inventor;
697
    }
698

    
699
///////////////////////////////////////////////////////////////////////////////////////////////////
700

    
701
  public int getComplexity(int numLayers)
702
    {
703
    return 3;
704
    }
705
}
(36-36/41)